/* $OpenBSD: abandon.c,v 1.6 2009/10/27 23:59:27 deraadt Exp $ */ /* $NetBSD: abandon.c,v 1.3 1995/04/22 10:58:24 cgd Exp $ */ /* * Copyright (c) 1980, 1993 * The Regents of the University of California. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * 3. Neither the name of the University nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF * SUCH DAMAGE. */ #include #include "trek.h" /* ** Abandon Ship ** ** The ship is abandoned. If your current ship is the Faire ** Queene, or if your shuttlecraft is dead, you're out of ** luck. You need the shuttlecraft in order for the captain ** (that's you!!) to escape. ** ** Your crew can beam to an inhabited starsystem in the ** quadrant, if there is one and if the transporter is working. ** If there is no inhabited starsystem, or if the transporter ** is out, they are left to die in outer space. ** ** These currently just count as regular deaths, but they ** should count very heavily against you. ** ** If there are no starbases left, you are captured by the ** Klingons, who torture you mercilessly. However, if there ** is at least one starbase, you are returned to the ** Federation in a prisoner of war exchange. Of course, this ** can't happen unless you have taken some prisoners. */ void abandon(v) int v; { struct quad *q; int i; int j; struct event *e; if (Ship.ship == QUEENE) { printf("You may not abandon ye Faire Queene\n"); return; } if (Ship.cond != DOCKED) { if (damaged(SHUTTLE)) { out(SHUTTLE); return; } printf("Officers escape in shuttlecraft\n"); /* decide on fate of crew */ q = &Quad[Ship.quadx][Ship.quady]; if (q->qsystemname == 0 || damaged(XPORTER)) { printf("Entire crew of %d left to die in outer space\n", Ship.crew); Game.deaths += Ship.crew; } else { printf("Crew beams down to planet %s\n", systemname(q)); } } /* see if you can be exchanged */ if (Now.bases == 0 || Game.captives < 20 * Game.skill) lose(L_CAPTURED); /* re-outfit new ship */ printf("You are hereby put in charge of an antiquated but still\n"); printf(" functional ship, the Fairie Queene.\n"); Ship.ship = QUEENE; Ship.shipname = "Fairie Queene"; Param.energy = Ship.energy = 3000; Param.torped = Ship.torped = 6; Param.shield = Ship.shield = 1250; Ship.shldup = 0; Ship.cloaked = 0; Ship.warp = 5.0; Ship.warp2 = 25.0; Ship.warp3 = 125.0; Ship.cond = GREEN; /* clear out damages on old ship */ for (i = 0; i < MAXEVENTS; i++) { e = &Event[i]; if (e->evcode != E_FIXDV) continue; unschedule(e); } /* get rid of some devices and redistribute probabilities */ i = Param.damprob[SHUTTLE] + Param.damprob[CLOAK]; Param.damprob[SHUTTLE] = Param.damprob[CLOAK] = 0; while (i > 0) for (j = 0; j < NDEV; j++) { if (Param.damprob[j] != 0) { Param.damprob[j] += 1; i--; if (i <= 0) break; } } /* pick a starbase to restart at */ i = ranf(Now.bases); Ship.quadx = Now.base[i].x; Ship.quady = Now.base[i].y; /* setup that quadrant */ while (1) { initquad(1); Sect[Ship.sectx][Ship.secty] = EMPTY; for (i = 0; i < 5; i++) { Ship.sectx = Etc.starbase.x + ranf(3) - 1; if (Ship.sectx < 0 || Ship.sectx >= NSECTS) continue; Ship.secty = Etc.starbase.y + ranf(3) - 1; if (Ship.secty < 0 || Ship.secty >= NSECTS) continue; if (Sect[Ship.sectx][Ship.secty] == EMPTY) { Sect[Ship.sectx][Ship.secty] = QUEENE; dock(0); compkldist(0); return; } } } }